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Returning 35 results for 'charges reflections give to have record'.
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Magic Items
Dungeon Master’s Guide
This cloak has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the cloak, you can take a Magic action to pull its hood over your head and expend 1 charge to give yourself the
Monsters
Icewind Dale: Rime of the Frostmaiden
of frost with 10 charges (see “Actions” below).
Spellcasting. Avarice is a 10th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14; +6;{"diceNotation":"1d20+6
Frost. While holding this staff, Avarice can expend 1 or more of its charges to cast one of the following spells from it (spell save DC 14): cone of cold (5 charges), fog cloud (1 charge), ice storm (4
Magic Items
Strixhaven: A Curriculum of Chaos
The Prismari Primer is a magic textbook created at Strixhaven’s Prismari College. The primer has 3 charges, and it regains 1d3 expended charges daily at dawn. If you make a Dexterity
(Acrobatics) or a Charisma (Performance) check while holding the primer, you can expend 1 charge to give yourself a 1d4 bonus to the check, immediately after you roll the d20.
In addition, if you study the
Magic Items
Strixhaven: A Curriculum of Chaos
The Quandrix Primer is a magic textbook created at Strixhaven’s Quandrix College. The primer has 3 charges, and it regains 1d3 expended charges daily at dawn. If you make an Intelligence
(Arcana) or an Intelligence (Nature) check while holding the primer, you can expend 1 charge to give yourself a 1d4 bonus to the check, immediately after you roll the d20.
In addition, if you study the
Magic Items
Candlekeep Mysteries
can expend 1 of the staff's charges to give yourself or one other creature that you can see a d4. The recipient can roll this d4 and add the number rolled to one ability check, attack roll, damage
This transparent crystal staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.
Altered Outcome. The staff has 6 charges. As a bonus action, you
Magic Items
Strixhaven: A Curriculum of Chaos
The Lorehold Primer is a magic textbook created at Strixhaven’s Lorehold College. The primer has 3 charges, and it regains 1d3 expended charges daily at dawn. If you make an Intelligence
(History) or Intelligence (Religion) check while holding the primer, you can expend 1 charge to give yourself 1d4 bonus to the check, immediately after you roll the d20.
In addition, if you study the
Magic Items
Strixhaven: A Curriculum of Chaos
The Silverquill Primer is a magic textbook created at Strixhaven’s Silverquill College. The primer has 3 charges, and it regains 1d3 expended charges daily at dawn. If you make a Charisma
(Intimidation) or a Charisma (Persuasion) check while holding the primer, you can expend 1 charge to give yourself a 1d4 bonus to the check, immediately after you roll the d20.
In addition, if you study
Magic Items
Strixhaven: A Curriculum of Chaos
The Witherbloom Primer is a magic textbook created at Strixhaven’s Witherbloom College. The primer has 3 charges, and it regains 1d3 expended charges daily at dawn. If you make an Intelligence
(Nature) or Wisdom (Survival) check while holding the primer, you can expend 1 charge to give yourself a 1d4 bonus to the check, immediately after you roll the d20.
In addition, if you study the
Magic Items
Tasha’s Cauldron of Everything
required). As a quarterstaff, the pestle is a magic weapon that grants a +3 bonus to attack and damage rolls made with it.
The pestle has 12 charges. When you hit with a melee attack using the
pestle, you can expend up to 3 of its charges to deal an extra 1d8 force damage for each charge expended. The pestle regains all expended charges daily at dawn.
Perfect Tools. While holding the mortar and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Cloak of Invisibility Wondrous Item, Legendary (Requires Attunement) This cloak has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the cloak, you can take a Magic action to
pull its hood over your head and expend 1 charge to give yourself the Invisible condition for 1 hour. The effect ends early if you pull the hood down (no action required) or cease wearing the cloak.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Cloak of Invisibility Wondrous Item, Legendary (Requires Attunement) This cloak has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the cloak, you can take a Magic action to
pull its hood over your head and expend 1 charge to give yourself the Invisible condition for 1 hour. The effect ends early if you pull the hood down (no action required) or cease wearing the cloak.
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Iron Pot
Shovel
Traveler’s Clothes
Cloak of Invisibility Wondrous Item, Legendary (Requires Attunement) This cloak has 3 charges and regains 1d3 expended charges daily at dawn. While wearing
the cloak, you can take a Magic action to pull its hood over your head and expend 1 charge to give yourself the Invisible condition for 1 hour. The effect ends early if you pull the hood down (no action required) or cease wearing the cloak.
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
Iron Pot
Shovel
Traveler’s Clothes
Cloak of Invisibility Wondrous Item, Legendary (Requires Attunement) This cloak has 3 charges and regains 1d3 expended charges daily at dawn. While wearing
the cloak, you can take a Magic action to pull its hood over your head and expend 1 charge to give yourself the Invisible condition for 1 hour. The effect ends early if you pull the hood down (no action required) or cease wearing the cloak.
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
Iron Pot
Shovel
Traveler’s Clothes
Cloak of Invisibility Wondrous Item, Legendary (Requires Attunement) This cloak has 3 charges and regains 1d3 expended charges daily at dawn. While wearing
the cloak, you can take a Magic action to pull its hood over your head and expend 1 charge to give yourself the Invisible condition for 1 hour. The effect ends early if you pull the hood down (no action required) or cease wearing the cloak.
Compendium
- Sources->Dungeons & Dragons->Rrakkma
odd chamber appear to have, at one time, been smoothed out and finished, allowing whoever inhabited this structure to record large amounts of information in some strange language upon the walls
temple marked the tenants of their faith upon these walls, but the writing has been virtually scoured from the walls. Only vague markings in certain places here and there give testimony that the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Cloak of Invisibility Wondrous Item, Legendary (Requires Attunement) This cloak has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the cloak, you can take a Magic action to
pull its hood over your head and expend 1 charge to give yourself the Invisible condition for 1 hour. The effect ends early if you pull the hood down (no action required) or cease wearing the cloak
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Cloak of Invisibility Wondrous Item, Legendary (Requires Attunement) This cloak has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the cloak, you can take a Magic action to
pull its hood over your head and expend 1 charge to give yourself the Invisible condition for 1 hour. The effect ends early if you pull the hood down (no action required) or cease wearing the cloak
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Iron Pot
Shovel
Traveler’s Clothes
Cloak of Invisibility Wondrous Item, Legendary (Requires Attunement) This cloak has 3 charges and regains 1d3 expended charges daily at dawn. While wearing
the cloak, you can take a Magic action to pull its hood over your head and expend 1 charge to give yourself the Invisible condition for 1 hour. The effect ends early if you pull the hood down (no action required) or cease wearing the cloak.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
questions: Will the rule or change improve the game? Will my players like it? If you’re confident that the answer to both questions is yes, give the new rule a try. Present house rules as experiments
rule comes up in your game, record how you decide to interpret it. Add that to your collection of house rules so you and the players can reference it when the rule comes up again later.
Compendium
- Sources->Dungeons & Dragons->Rrakkma
odd chamber appear to have, at one time, been smoothed out and finished, allowing whoever inhabited this structure to record large amounts of information in some strange language upon the walls
temple marked the tenants of their faith upon these walls, but the writing has been virtually scoured from the walls. Only vague markings in certain places here and there give testimony that the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
to give yourself the benefit of a potion of heroism as an action. Once you do so, the charm vanishes from you. Charm of Restoration This charm has 6 charges. You can use an action to expend some of its
charges to cast one of the following spells: greater restoration (4 charges) or lesser restoration (2 charges). Once all its charges have been expended, the charm vanishes from you. Charm of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
to give yourself the benefit of a potion of heroism as an action. Once you do so, the charm vanishes from you. Charm of Restoration This charm has 6 charges. You can use an action to expend some of its
charges to cast one of the following spells: greater restoration (4 charges) or lesser restoration (2 charges). Once all its charges have been expended, the charm vanishes from you. Charm of the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
questions: Will the rule or change improve the game? Will my players like it? If you’re confident that the answer to both questions is yes, give the new rule a try. Present house rules as experiments
rule comes up in your game, record how you decide to interpret it. Add that to your collection of house rules so you and the players can reference it when the rule comes up again later.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. Altered Outcome. The staff has 6 charges. As a bonus action, you can expend 1 of the staff’s charges to give
breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges. Watchful Helm Wondrous item, very rare (requires attunement) While you
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
about the characters and their accomplishments. At various times in the adventure, you will be advised to jot down information on the Story Tracker, as events that happen in earlier chapters can give
characters an advantage in later chapters. The Story Tracker also allows you to record important details. For example, if a character falls under a curse, noting the specifics of the curse on the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
a shield, or both, calculate your AC using the rules in chapter 5. Record your AC on your character sheet. Your character needs to be proficient with armor and shields to wear and use them
spells and class features give you a different way to calculate your AC. If you have multiple features that give you different ways to calculate your AC, you choose which one to use.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Crew The standard crew complement for a spelljamming ship includes one captain to give orders, one spelljammer to pilot the ship, and one or more crew members to operate its weapons. Some ships carry
extra crew (such as troops and back-up spelljammers) or passengers. A ship that has more than a standard crew complement will degrade the quality of its air supply more quickly. A spellcaster typically charges at least 50 gp per day to operate a spelljamming helm.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. Altered Outcome. The staff has 6 charges. As a bonus action, you can expend 1 of the staff’s charges to give
breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges. Watchful Helm Wondrous item, very rare (requires attunement) While you
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
questions: Will the rule or change improve the game? Will my players like it? If you’re confident that the answer to both questions is yes, give the new rule a try. Present house rules as experiments
rule comes up in your game, record how you decide to interpret it. Add that to your collection of house rules so you and the players can reference it when the rule comes up again later.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
questions: Will the rule or change improve the game? Will my players like it? If you’re confident that the answer to both questions is yes, give the new rule a try. Present house rules as experiments
rule comes up in your game, record how you decide to interpret it. Add that to your collection of house rules so you and the players can reference it when the rule comes up again later.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Crew The standard crew complement for a spelljamming ship includes one captain to give orders, one spelljammer to pilot the ship, and one or more crew members to operate its weapons. Some ships carry
extra crew (such as troops and back-up spelljammers) or passengers. A ship that has more than a standard crew complement will degrade the quality of its air supply more quickly. A spellcaster typically charges at least 50 gp per day to operate a spelljamming helm.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
of Heroism Supernatural Gift (Charm) This Charm allows you to give yourself the benefit of a Potion of Heroism as a Magic action. Once you do so, the Charm vanishes from you. Charm of Restoration
Supernatural Gift (Charm) This Charm has 3 charges. You can expend some of its charges to cast one of the following spells: Greater Restoration (2 charges) or Lesser Restoration (1 charge). Once all its
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
of Heroism Supernatural Gift (Charm) This Charm allows you to give yourself the benefit of a Potion of Heroism as a Magic action. Once you do so, the Charm vanishes from you. Charm of Restoration
Supernatural Gift (Charm) This Charm has 3 charges. You can expend some of its charges to cast one of the following spells: Greater Restoration (2 charges) or Lesser Restoration (1 charge). Once all its
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
a shield, or both, calculate your AC using the rules in chapter 5. Record your AC on your character sheet. Your character needs to be proficient with armor and shields to wear and use them
spells and class features give you a different way to calculate your AC. If you have multiple features that give you different ways to calculate your AC, you choose which one to use.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
about the characters and their accomplishments. At various times in the adventure, you will be advised to jot down information on the Story Tracker, as events that happen in earlier chapters can give
characters an advantage in later chapters. The Story Tracker also allows you to record important details. For example, if a character falls under a curse, noting the specifics of the curse on the